mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
472 lines
15 KiB
C++
472 lines
15 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// Copyright 1993-1996 id Software
|
|
// Copyright 1994-1996 Raven Software
|
|
// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
|
|
// Copyright 1999-2016 Randy Heit
|
|
// Copyright 2002-2016 Christoph Oelckers
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
|
|
// DESCRIPTION:
|
|
// Play functions, animation, global header.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
#ifndef __P_LOCAL__
|
|
#define __P_LOCAL__
|
|
|
|
#include <float.h>
|
|
#include "doomtype.h"
|
|
#include "vectors.h"
|
|
#include "dobject.h"
|
|
|
|
const double NO_VALUE = FLT_MAX;
|
|
|
|
class player_t;
|
|
class AActor;
|
|
struct FPlayerStart;
|
|
class PClassActor;
|
|
class APlayerPawn;
|
|
struct line_t;
|
|
struct sector_t;
|
|
struct msecnode_t;
|
|
struct portnode_t;
|
|
struct secplane_t;
|
|
struct FCheckPosition;
|
|
struct FTranslatedLineTarget;
|
|
struct FLinePortal;
|
|
|
|
#include <stdlib.h>
|
|
|
|
#define STEEPSLOPE (46342/65536.) // [RH] Minimum floorplane.c value for walking
|
|
|
|
// Inspired by Maes
|
|
extern int bmapnegx;
|
|
extern int bmapnegy;
|
|
|
|
//#define GRAVITY FRACUNIT
|
|
#define MAXMOVE (30.)
|
|
|
|
#define TALKRANGE (128.)
|
|
#define USERANGE (64.)
|
|
|
|
#define DEFMELEERANGE (64.)
|
|
#define SAWRANGE (64.+(1./65536.)) // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
|
|
#define MISSILERANGE (32*64.)
|
|
#define PLAYERMISSILERANGE (8192.) // [RH] New MISSILERANGE for players
|
|
|
|
// follow a player exlusively for 3 seconds
|
|
// No longer used.
|
|
// #define BASETHRESHOLD 100
|
|
|
|
|
|
//
|
|
// P_PSPR
|
|
//
|
|
void P_SetupPsprites (player_t* curplayer, bool startweaponup);
|
|
void P_DropWeapon (player_t* player);
|
|
|
|
|
|
//
|
|
// P_USER
|
|
//
|
|
void P_FallingDamage (AActor *ent);
|
|
void P_PlayerThink (player_t *player);
|
|
void P_PredictPlayer (player_t *player);
|
|
void P_UnPredictPlayer ();
|
|
void P_PredictionLerpReset();
|
|
|
|
//
|
|
// P_MOBJ
|
|
//
|
|
|
|
#define SPF_TEMPPLAYER 1 // spawning a short-lived dummy player
|
|
#define SPF_WEAPONFULLYUP 2 // spawn with weapon already raised
|
|
|
|
APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags=0);
|
|
|
|
int P_FaceMobj (AActor *source, AActor *target, DAngle *delta);
|
|
bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise = false, bool usecurspeed=false);
|
|
|
|
enum EPuffFlags
|
|
{
|
|
PF_HITTHING = 1,
|
|
PF_MELEERANGE = 2,
|
|
PF_TEMPORARY = 4,
|
|
PF_HITTHINGBLEED = 8,
|
|
PF_NORANDOMZ = 16
|
|
};
|
|
|
|
AActor *P_SpawnPuff(AActor *source, PClassActor *pufftype, const DVector3 &pos, DAngle hitdir, DAngle particledir, int updown, int flags = 0, AActor *vict = NULL);
|
|
void P_SpawnBlood (const DVector3 &pos, DAngle angle, int damage, AActor *originator);
|
|
void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle);
|
|
void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle);
|
|
void P_RipperBlood (AActor *mo, AActor *bleeder);
|
|
int P_GetThingFloorType (AActor *thing);
|
|
void P_ExplodeMissile (AActor *missile, line_t *explodeline, AActor *target, bool onsky = false);
|
|
|
|
AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassActor *type);
|
|
AActor *P_SpawnMissile (AActor* source, AActor* dest, PClassActor *type, AActor* owner = NULL);
|
|
AActor *P_SpawnMissileZ(AActor* source, double z, AActor* dest, PClassActor *type);
|
|
AActor *P_SpawnMissileXYZ(DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL);
|
|
AActor *P_SpawnMissileAngle(AActor *source, PClassActor *type, DAngle angle, double vz);
|
|
AActor *P_SpawnMissileAngleZ(AActor *source, double z, PClassActor *type, DAngle angle, double vz);
|
|
AActor *P_SpawnMissileAngleZSpeed(AActor *source, double z, PClassActor *type, DAngle angle, double vz, double speed, AActor *owner = NULL, bool checkspawn = true);
|
|
AActor *P_SpawnMissileZAimed(AActor *source, double z, AActor *dest, PClassActor *type);
|
|
|
|
|
|
AActor *P_SpawnPlayerMissile (AActor* source, PClassActor *type);
|
|
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle);
|
|
|
|
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z, PClassActor *type, DAngle angle,
|
|
FTranslatedLineTarget *pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
|
|
|
|
|
|
void P_CheckFakeFloorTriggers(AActor *mo, double oldz, bool oldz_has_viewheight = false);
|
|
|
|
AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target); // Strife uses it
|
|
|
|
|
|
//
|
|
// [RH] P_THINGS
|
|
//
|
|
extern FClassMap SpawnableThings;
|
|
extern FClassMap StrifeTypes;
|
|
|
|
bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, int newtid);
|
|
bool P_Thing_Projectile (int tid, AActor *source, int type, const char * type_name, DAngle angle,
|
|
double speed, double vspeed, int dest, AActor *forcedest, int gravity, int newtid,
|
|
bool leadTarget);
|
|
|
|
bool P_MoveThing(AActor *source, const DVector3 &pos, bool fog);
|
|
bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog);
|
|
int P_Thing_Damage (int tid, AActor *whofor0, int amount, FName type);
|
|
void P_Thing_SetVelocity(AActor *actor, const DVector3 &vec, bool add, bool setbob);
|
|
void P_RemoveThing(AActor * actor);
|
|
bool P_Thing_Raise(AActor *thing, AActor *raiser, int nocheck = false);
|
|
bool P_Thing_CanRaise(AActor *thing);
|
|
PClassActor *P_GetSpawnableType(int spawnnum);
|
|
void InitSpawnablesFromMapinfo();
|
|
int P_Thing_CheckInputNum(player_t *p, int inputnum);
|
|
int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, double zofs, DAngle angle, int flags, double heightoffset, double radiusoffset, DAngle pitch);
|
|
int P_Thing_CheckProximity(AActor *self, PClass *classname, double distance, int count, int flags, int ptr, bool counting = false);
|
|
|
|
enum
|
|
{
|
|
// These are the original inputs sent by the player.
|
|
INPUT_OLDBUTTONS,
|
|
INPUT_BUTTONS,
|
|
INPUT_PITCH,
|
|
INPUT_YAW,
|
|
INPUT_ROLL,
|
|
INPUT_FORWARDMOVE,
|
|
INPUT_SIDEMOVE,
|
|
INPUT_UPMOVE,
|
|
|
|
// These are the inputs, as modified by P_PlayerThink().
|
|
// Most of the time, these will match the original inputs, but
|
|
// they can be different if a player is frozen or using a
|
|
// chainsaw.
|
|
MODINPUT_OLDBUTTONS,
|
|
MODINPUT_BUTTONS,
|
|
MODINPUT_PITCH,
|
|
MODINPUT_YAW,
|
|
MODINPUT_ROLL,
|
|
MODINPUT_FORWARDMOVE,
|
|
MODINPUT_SIDEMOVE,
|
|
MODINPUT_UPMOVE
|
|
};
|
|
enum CPXF
|
|
{
|
|
CPXF_ANCESTOR = 1 << 0,
|
|
CPXF_LESSOREQUAL = 1 << 1,
|
|
CPXF_NOZ = 1 << 2,
|
|
CPXF_COUNTDEAD = 1 << 3,
|
|
CPXF_DEADONLY = 1 << 4,
|
|
CPXF_EXACT = 1 << 5,
|
|
CPXF_SETTARGET = 1 << 6,
|
|
CPXF_SETMASTER = 1 << 7,
|
|
CPXF_SETTRACER = 1 << 8,
|
|
CPXF_FARTHEST = 1 << 9,
|
|
CPXF_CLOSEST = 1 << 10,
|
|
CPXF_SETONPTR = 1 << 11,
|
|
CPXF_CHECKSIGHT = 1 << 12,
|
|
};
|
|
|
|
enum WARPF
|
|
{
|
|
WARPF_ABSOLUTEOFFSET = 0x1,
|
|
WARPF_ABSOLUTEANGLE = 0x2,
|
|
WARPF_USECALLERANGLE = 0x4,
|
|
|
|
WARPF_NOCHECKPOSITION = 0x8,
|
|
|
|
WARPF_INTERPOLATE = 0x10,
|
|
WARPF_WARPINTERPOLATION = 0x20,
|
|
WARPF_COPYINTERPOLATION = 0x40,
|
|
|
|
WARPF_STOP = 0x80,
|
|
WARPF_TOFLOOR = 0x100,
|
|
WARPF_TESTONLY = 0x200,
|
|
WARPF_ABSOLUTEPOSITION = 0x400,
|
|
WARPF_BOB = 0x800,
|
|
WARPF_MOVEPTR = 0x1000,
|
|
WARPF_USEPTR = 0x2000,
|
|
WARPF_USETID = 0x2000,
|
|
WARPF_COPYVELOCITY = 0x4000,
|
|
WARPF_COPYPITCH = 0x8000,
|
|
};
|
|
|
|
enum PCM
|
|
{
|
|
PCM_DROPOFF = 1,
|
|
PCM_NOACTORS = 1 << 1,
|
|
PCM_NOLINES = 1 << 2,
|
|
};
|
|
|
|
|
|
AActor *P_BlockmapSearch (AActor *mo, int distance, AActor *(*check)(AActor*, int, void *), void *params = NULL);
|
|
AActor *P_RoughMonsterSearch (AActor *mo, int distance, bool onlyseekable=false, bool frontonly = false);
|
|
|
|
//
|
|
// P_MAP
|
|
//
|
|
|
|
|
|
struct spechit_t
|
|
{
|
|
line_t *line;
|
|
DVector2 Oldrefpos;
|
|
DVector2 Refpos;
|
|
};
|
|
|
|
extern TArray<spechit_t> spechit;
|
|
extern TArray<spechit_t> portalhit;
|
|
|
|
|
|
bool P_TestMobjLocation (AActor *mobj);
|
|
bool P_TestMobjZ (AActor *mobj, bool quick=true, AActor **pOnmobj = NULL);
|
|
bool P_CheckPosition(AActor *thing, const DVector2 &pos, bool actorsonly = false);
|
|
bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, bool actorsonly = false);
|
|
AActor *P_CheckOnmobj (AActor *thing);
|
|
void P_FakeZMovement (AActor *mo);
|
|
bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor, FCheckPosition &tm, bool missileCheck = false);
|
|
bool P_TryMove(AActor* thing, const DVector2 &pos, int dropoff, const secplane_t * onfloor = NULL, bool missilecheck = false);
|
|
|
|
bool P_CheckMove(AActor *thing, const DVector2 &pos, int flags = 0);
|
|
void P_ApplyTorque(AActor *mo);
|
|
|
|
bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modifyactor = true); // [RH] Added z and telefrag parameters
|
|
|
|
void P_PlayerStartStomp (AActor *actor, bool mononly=false); // [RH] Stomp on things for a newly spawned player
|
|
void P_SlideMove (AActor* mo, const DVector2 &pos, int numsteps);
|
|
bool P_BounceWall (AActor *mo);
|
|
bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop);
|
|
bool P_CheckSight (AActor *t1, AActor *t2, int flags=0);
|
|
|
|
enum ESightFlags
|
|
{
|
|
SF_IGNOREVISIBILITY=1,
|
|
SF_SEEPASTSHOOTABLELINES=2,
|
|
SF_SEEPASTBLOCKEVERYTHING=4,
|
|
SF_IGNOREWATERBOUNDARY=8
|
|
};
|
|
|
|
void P_ResetSightCounters (bool full);
|
|
bool P_TalkFacing (AActor *player);
|
|
void P_UseLines (player_t* player);
|
|
bool P_UsePuzzleItem (AActor *actor, int itemType);
|
|
|
|
enum
|
|
{
|
|
FFCF_ONLYSPAWNPOS = 1,
|
|
FFCF_SAMESECTOR = 2,
|
|
FFCF_ONLY3DFLOORS = 4, // includes 3D midtexes
|
|
FFCF_3DRESTRICT = 8, // ignore 3D midtexes and floors whose floorz are above thing's z
|
|
FFCF_NOPORTALS = 16, // ignore portals (considers them impassable.)
|
|
FFCF_NOFLOOR = 32,
|
|
FFCF_NOCEILING = 64,
|
|
FFCF_RESTRICTEDPORTAL = 128, // current values in the iterator's return are through a restricted portal type (i.e. some features are blocked.)
|
|
FFCF_NODROPOFF = 256, // Caller does not need a dropoff (saves some time when checking portals)
|
|
};
|
|
void P_FindFloorCeiling (AActor *actor, int flags=0);
|
|
|
|
bool P_ChangeSector (sector_t* sector, int crunch, double amt, int floorOrCeil, bool isreset, bool instant = false);
|
|
|
|
DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget = NULL, DAngle vrange = 0., int flags = 0, AActor *target = NULL, AActor *friender = NULL);
|
|
|
|
enum // P_AimLineAttack flags
|
|
{
|
|
ALF_FORCENOSMART = 1,
|
|
ALF_CHECK3D = 2,
|
|
ALF_CHECKNONSHOOTABLE = 4,
|
|
ALF_CHECKCONVERSATION = 8,
|
|
ALF_NOFRIENDS = 16,
|
|
ALF_PORTALRESTRICT = 32, // only work through portals with a global offset (to be used for stuff that cannot remember the calculated FTranslatedLineTarget info)
|
|
};
|
|
|
|
enum // P_LineAttack flags
|
|
{
|
|
LAF_ISMELEEATTACK = 1,
|
|
LAF_NORANDOMPUFFZ = 1 << 1,
|
|
LAF_NOIMPACTDECAL = 1 << 2,
|
|
LAF_NOINTERACT = 1 << 3,
|
|
LAF_TARGETISSOURCE= 1 << 4,
|
|
LAF_OVERRIDEZ = 1 << 5,
|
|
LAF_ABSOFFSET = 1 << 6,
|
|
LAF_ABSPOSITION = 1 << 7,
|
|
};
|
|
|
|
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0, double offsetforward = 0.0, double offsetside = 0.0);
|
|
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL, double sz = 0.0, double offsetforward = 0.0, double offsetside = 0.0);
|
|
|
|
enum // P_LineTrace flags
|
|
{
|
|
TRF_ABSPOSITION = 1,
|
|
TRF_ABSOFFSET = 2,
|
|
TRF_THRUSPECIES = 4,
|
|
TRF_THRUACTORS = 8,
|
|
TRF_THRUBLOCK = 16,
|
|
TRF_THRUHITSCAN = 32,
|
|
TRF_NOSKY = 64,
|
|
TRF_ALLACTORS = 128,
|
|
};
|
|
|
|
void P_TraceBleed(int damage, const DVector3 &pos, AActor *target, DAngle angle, DAngle pitch);
|
|
void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch);
|
|
|
|
void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
|
|
void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff); // hitscan version
|
|
void P_TraceBleed (int damage, AActor *target); // random direction version
|
|
bool P_HitFloor (AActor *thing);
|
|
bool P_HitWater (AActor *thing, sector_t *sec, const DVector3 &pos, bool checkabove = false, bool alert = true, bool force = false);
|
|
void P_CheckSplash(AActor *self, double distance);
|
|
|
|
struct FRailParams
|
|
{
|
|
AActor *source = nullptr;
|
|
int damage = 0;
|
|
double offset_xy = 0;
|
|
double offset_z = 0;
|
|
int color1 = 0, color2 = 0;
|
|
double maxdiff = 0;
|
|
int flags = 0;
|
|
PClassActor *puff = nullptr;
|
|
DAngle angleoffset = 0.;
|
|
DAngle pitchoffset = 0.;
|
|
double distance = 8192;
|
|
int duration = 0;
|
|
double sparsity = 1.0;
|
|
double drift = 1.0;
|
|
PClassActor *spawnclass = nullptr;
|
|
int SpiralOffset = 270;
|
|
int limit = 0;
|
|
}; // [RH] Shoot a railgun
|
|
|
|
void P_RailAttack(FRailParams *params);
|
|
|
|
enum // P_RailAttack / A_RailAttack / A_CustomRailgun / P_DrawRailTrail flags
|
|
{
|
|
RAF_SILENT = 1,
|
|
RAF_NOPIERCE = 2,
|
|
RAF_EXPLICITANGLE = 4,
|
|
RAF_FULLBRIGHT = 8,
|
|
RAF_CENTERZ = 16,
|
|
RAF_NORANDOMPUFFZ = 32,
|
|
};
|
|
|
|
|
|
bool P_CheckMissileSpawn(AActor *missile, double maxdist);
|
|
|
|
void P_PlaySpawnSound(AActor *missile, AActor *spawner);
|
|
|
|
// [RH] Position the chasecam
|
|
void P_AimCamera (AActor *t1, DVector3 &, DAngle &, sector_t *&sec, bool &unlinked);
|
|
|
|
// [RH] Means of death
|
|
enum
|
|
{
|
|
RADF_HURTSOURCE = 1,
|
|
RADF_NOIMPACTDAMAGE = 2,
|
|
RADF_SOURCEISSPOT = 4,
|
|
RADF_NODAMAGE = 8,
|
|
RADF_THRUSTZ = 16,
|
|
};
|
|
int P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
|
|
FName damageType, int flags, int fulldamagedistance=0);
|
|
|
|
void P_DelSeclist(msecnode_t *, msecnode_t *sector_t::*seclisthead);
|
|
void P_DelSeclist(portnode_t *, portnode_t *FLinePortal::*seclisthead);
|
|
|
|
template<class nodetype, class linktype>
|
|
nodetype *P_AddSecnode(linktype *s, AActor *thing, nodetype *nextnode, nodetype *&sec_thinglist);
|
|
|
|
template<class nodetype, class linktype>
|
|
nodetype* P_DelSecnode(nodetype *, nodetype *linktype::*head);
|
|
|
|
msecnode_t *P_CreateSecNodeList(AActor *thing, double radius, msecnode_t *sector_list, msecnode_t *sector_t::*seclisthead);
|
|
double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98
|
|
double P_GetFriction(const AActor *mo, double *frictionfactor);
|
|
|
|
// [RH]
|
|
const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move);
|
|
|
|
//
|
|
// P_INTER
|
|
//
|
|
void P_TouchSpecialThing (AActor *special, AActor *toucher);
|
|
int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags=0, DAngle angle = 0.);
|
|
void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type);
|
|
bool P_GiveBody (AActor *actor, int num, int max=0);
|
|
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison);
|
|
void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPainSound);
|
|
|
|
enum EDmgFlags
|
|
{
|
|
DMG_NO_ARMOR = 1,
|
|
DMG_INFLICTOR_IS_PUFF = 2,
|
|
DMG_THRUSTLESS = 4,
|
|
DMG_FORCED = 8,
|
|
DMG_NO_FACTOR = 16,
|
|
DMG_PLAYERATTACK = 32,
|
|
DMG_FOILINVUL = 64,
|
|
DMG_FOILBUDDHA = 128,
|
|
DMG_NO_PROTECT = 256,
|
|
DMG_USEANGLE = 512,
|
|
DMG_NO_PAIN = 1024,
|
|
};
|
|
|
|
|
|
//
|
|
// P_SPEC
|
|
//
|
|
bool P_AlignFlat (int linenum, int side, int fc);
|
|
|
|
enum ETexReplaceFlags
|
|
{
|
|
NOT_BOTTOM = 1,
|
|
NOT_MIDDLE = 2,
|
|
NOT_TOP = 4,
|
|
NOT_FLOOR = 8,
|
|
NOT_CEILING = 16
|
|
};
|
|
|
|
void P_ReplaceTextures(const char *fromname, const char *toname, int flags);
|
|
|
|
#endif // __P_LOCAL__
|